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Faceware Technologies is pleased to be returning to the Monteral International Game Summit (MIGS) this December 11-13, 2017 in Montreal, Canada. This summit brings together hundreds of international experts to one of the largest hubs of video game development in the world to share knowledge with the local and international developers attending the show.

Join us this December at Faceware Technologies booth 406, as we dive into the latest in facial animation and facial motion capture technology, including the groundbreaking technology behind the Star Citizen’s live player-to-player in-game character chat in which facial movements are instantly detected and streamed onto the character’s face with stunning realism.

Headed to Montréal and want to join us? We have a limited number of FREE passes to the show to give away. Email us at sales@facewaretech.com and we may have a free pass for you.

Return to gritty combat in one of history’s greatest conflicts with Call of Duty: WWII. This epic recreation of the brutality and brotherhood experienced in some of the most intense battles of the last century redefines World War II for a new gaming generation. Faceware is proud to have been part of bringing the stories of the American 1st Infantry Division to life.

If the characters in your gaming experience haunt your mind, visit you in your nightmare and cause you to stay awake with your lights on – we’re thrilled to be a part of that digital fright!

Faceware’s solutions have been used across a wide variety of digital entertainment products, from NBA 2K titles to the latest in the Call of Duty franchise, each time ensuring that the digital faces we see on screen feel completely convincing.

In virtual reality games, these facial animations swoop by in moments of sheer terror, striking fear into the heart of those who dare to look. A realistically contorted face is key to that, and that’s what Faceware’s hardware and software delivers for developers.

Faceware products deliver what developers are envisioning for these gruesome visages – specifically, the Faceware ProHD Headcam, which is worn by actors when performing roles, and then the duo of Analyzer and Retargeter with their animation team.

Analyzer draws upon Faceware’s sophisticated back-end to capture every nuance of the facial performance – all without the need for markers. From there, Retargeter takes the captured data and applies it to the facial rig, bringing the actor’s performance to life in the game world.

Check out the gruesome details in our ode to Halloween 17 with VR gaming frights!

Here They Lie

Paranormal Activity

Resident Evil

Wilson’s Heart

If the characters in your gaming experience haunt your mind, visit you in your nightmare and cause you to stay awake with your lights on – we’re thrilled to be a part of that digital fright!

Faceware software, allows gaming developers to achieve higher quality animation at unprecedented turnarounds, taking your gaming into the next level of realism. Here’s a quick summation of how the software works to create those characters you love, and love to hate!

Analyzer is ultra high-fidelity, marker-less facial motion tracking software. It converts video of an actor’s facial performance into facial motion tracking data that is used in Faceware Retargeter to create high-quality facial animation.

Retargeter is a plug-in to Maya, MotionBuilder, and 3DS Max that applies the facial motion capture data from Analyzer to a character. It allows you to take the high-fidelity tracking data you’ve acquired in Analyzer and retarget it into animation.

Check out Part II of our Halloween countdown looking deep into space. Who is out there – and are they friend or foe?

Shadow of War

Shadow of War

The Witcher 3: Wild Hunt

Kingsglaive Final Fantasy XV

XDS 2016 – Vancouver, Canada

Faceware is honored to be presenting with Electronic Arts and Animation Vertigo at XDS 2016. The joint presentation will discuss their facial animation pipeline. This session covers their evaluation and migration of their performance capture, animation, and outsource workflows related to their face pipeline.

Agenda Excerpt

Peter Busch (Faceware), Greg Wellwood (The Capture Lab), Marla Rausch (Animation Vertigo) & Sam Mynott (The Capture Lab): Tech Innovation Rapid Fire: EA & Faceware – Automating Facial AnimationThe talk will serve to celebrate and examine the collaboration between EA and Faceware Technologies in establishing a high-end facial animation pipeline through demonstrations of real-world examples. Discussion points will be on the identification of the pipeline and known production challenges, and the eventual migration of every facet involved in the pipeline including motion capture, performance capture, rigging, batch-automation, and the inclusion of one of their key third-party outsource studios, Animation Vertigo. The talk will illustrate how EA’s automation-wrapper increases throughput dramatically to meet the demands of their many ongoing productions.

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About Faceware Tech

For over a decade, Faceware Tech has pioneered marker-less facial motion capture with our technology and expertise. Our software has been used on Oscar-winning visual effect films, award-winning AAA video games, commercials, music videos, and web series the world over.